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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:47 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:47 +0400
commit6020d0099039ed18c6a6cd330b68361123c85c1a (patch)
tree511c682800b981019f2eb5dfaf341238ea4882f8 /intern/cycles/render/object.cpp
parent8f33538fabe9b2485478b7ce0167c15396bdb355 (diff)
Cycles: add support for mesh deformation motion blur.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp42
1 files changed, 28 insertions, 14 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index e99ca323929..df03fa4a04c 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -89,17 +89,36 @@ void Object::apply_transform()
float3 c2 = transform_get_column(&tfm, 2);
float scalar = pow(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f);
- /* apply to mesh vertices */
- for(size_t i = 0; i < mesh->verts.size(); i++)
- mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
+ /* triangles */
+ if(mesh->verts.size()) {
+ /* store matrix to transform later. when accessing these as attributes we
+ * do not want the transform to be applied for consistency between static
+ * and dynamic BVH, so we do it on packing. */
+ mesh->transform_normal = transform_transpose(transform_inverse(tfm));
+
+ /* apply to mesh vertices */
+ for(size_t i = 0; i < mesh->verts.size(); i++)
+ mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
+
+ Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (attr) {
+ size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ vert_steps[i] = transform_point(&tfm, vert_steps[i]);
+ }
- Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
- if (attr) {
- size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
- float3 *vert_steps = attr->data_float3();
+ Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
- for (size_t i = 0; i < steps_size; i++)
- vert_steps[i] = transform_point(&tfm, vert_steps[i]);
+ if(attr_N) {
+ Transform ntfm = mesh->transform_normal;
+ size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
+ float3 *normal_steps = attr_N->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
+ }
}
/* apply to curve keys */
@@ -121,11 +140,6 @@ void Object::apply_transform()
vert_steps[i] = transform_point(&tfm, vert_steps[i]);
}
- /* store matrix to transform later. when accessing these as attributes we
- * do not want the transform to be applied for consistency between static
- * and dynamic BVH, so we do it on packing. */
- mesh->transform_normal = transform_transpose(transform_inverse(tfm));
-
/* we keep normals pointing in same direction on negative scale, notify
* mesh about this in it (re)calculates normals */
if(transform_negative_scale(tfm))